Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed smoothing groups, fixed dark baked in shadows in windows &. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Fixed an issue with a bad texture assignment on certain brick walls. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. garding exported NetGUIDs and Seamless Travel. Only the admin cam has special caster features. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed an issue with untextured rubble walls at multiple locations. Squads v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Squad Maps Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Harju. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed floating foliage at various locations. This was a legacy issue that has been tough to isolate. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Skirmish v1. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. You may want to raise or lower your graphics settings from what you used before this update. RAAS v01. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. We are continuously working to improve server performance and optimization. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. This issue is a high priority to fix and. My suggestion? Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed exploitable cliffs near Russian Outpost POI. Adjusted grass heights to create less excessively high grass. Stamina cost for these actions has also been increased. Squad Lanes has destroyed RAAS layer. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. AAS . Updated Belaya to use a new landscape renderer. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Added a Tessellation graphics toggle. This has increased both the visual quality and performance cost of particles. RAAS v12. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Updated ragdoll motors to create a more realistic death with the pose being maintained. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Skorpo - Official Squad Wiki Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Fixed floating rocks at grid G6-8-8, F8-8-9. Optimized the sky textures, which previously could cause system hitching on older hardware. If you spot any specific errors, please open an issue! Added a new deployable fortified HASCO Observation Tower for all conventional factions. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. more than 100 rounds if they respawn with an empty kit. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. etc.) Local/Offline issues currently have a lower priority. deployables to be placed intention is to disallow all deployables in the sewers. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Fixed an issue with road/railroad culling distances being very low. Updated soldier stamina to no longer regenerate during vaulting and climbing. And it accomplishes this. We will keep you informed if this happens. Afterwards it becomes AAS,(assuming if you remember the next objective location). Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Squad's v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Adjusted GB FV107s HAT damage modifier. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). Fixed an issue with z-fighting decals on hangars. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. RAAS v09. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Added various mini POIs across the map to fill in areas that were a bit barren. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Harju. Most night layers are now brighter in general. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. Fixed incorrect shading on several landscapes. Updated the MEA G3 Rifle series firing sounds. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. RAAS v02. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. a UGL impact getting perceived the same as a Tandem rocket). Updated the HAB ghost placement mesh to include exit point indicators. Adjusted all SL Rifles to now show + Tracer on their HUD names. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. RAAS v11. Others can still hear them when they talk. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. To halt their advance, a NATO carrier group has been . The map was added into the game in the Alpha 14 (June 6, 2019) update. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. A complete dictionary of Squad Maps and layers available in-game. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. A look at the new layers (Squad Lanes dev) : r/joinsquad This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. Localization for most language translations is currently out of date. Adjusted the CAF C9A2 LMG front sight to a more accurate model. The audio module for Squad is initialized at the game start. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. RAAS v11. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. This crash is currently not reproducible. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. More details below: Removed the force which previously prevented infantry from standing on each others heads. AAS v1. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed an issue with tall buildings culling inapporpriately. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. These are 100 round box mags. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. In the future, restriction zone functionality may be extended to some of our larger maps as well. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. RAAS v05. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Potential Fix for a client crash related to network messages when joining a squad. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). The oldest notifications will be removed to make room for new ones. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Updated point capture speed to scale by the number of players. Fixed some floating grass at grid F5-5-8. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. USA now has 2x M939. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. This means it will not be possible to destroy these vehicles by hitting only their turret. Reddit - Dive into anything The update also brings an overhaul of how the game handles lighting. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. No change in all vanilla settings. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Increased the turret health to match the INS T62. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. Usage To use SquadMaps, head to https://squadmaps.com and begin! Updated map to use new grass & adjusted the scale of the grass. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Squad Update v3.0 Release Notes Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. . Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Occasionally a player does not spawn at a Rally Point. It is the third update of the year (not counting Hotfixes). Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Occasional Player (Client) crashes in various circumstances. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. RAAS works for the first 5 to 20 mins into the game. This will be addressed in a future update. This can be changed in Settings -> Graphics. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. #5 killertowfoo Mar 7, 2021 @ 8:33am Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed an issue with small ground clutter/rocks having too short of a culling range. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Adjusted several CPs capture areas to better match the POI layouts. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). This usually resulted in putting a soldier up in the air, followed by a fall to their death. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Fixed an issue with the waterfall missing its VFX. Skorpo is a map featured in Squad. Updated Mestia Skirmish v1 to now use Overcast Lighting. Updated CAF Commander CAS to now use CF-18 rocket strike. Adjusted the Goose Bay map camera location. All tank rounds are using the existing sounds that youve heard. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Updated and optimised deployable sandbag destruction FX. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. The quality and performance cost of this effect are controlled by Post Process Quality. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position.